To Boldly Go...In Starfleet Adventures, you play a Starfleet officer graduating as a lieutenant jr. grade at the top of your class from Starfleet Academy and given the job of serving as Helmsman and First Officer to the Hermes class Scout ship U.S.S. Topeka. The year is 2263 -- the year that James T. Kirk takes command of the Constitution class starship U.S.S. Enterprise (The second pilot episode which introduced Captain Kirk, "Where No Man Has Gone Before," took place in 2265, and the first aired episode, "The Man Trap," took place in 2266).
As you progress in your career as a Starfleet officer, you will be offered a variety of missions -- planetary surveys, diplomatic envoys, convoy escorts, and possibly even the occasional combat or espionage mission -- that will increase your reputation and, eventually, rank in Starfleet. With each increase in rank comes greater command opportunities -- from scouts to patrol ships to exploration vessels -- and increasingly dangerous missions.
You will encounter every ship ever shown in the original series, a number of ships from the series Enterprise, and even ships from Star Trek: The Next Generation, Star Trek: Deep Space Nine and Star Trek: Voyager where those ships had the potential of being historically concurrent with the time of Captain Kirk and Mr. Spock.
You will come into conflict with the Klingons, the Romulans, the Tholians, Orion pirates, and even the Gorn (though we never saw their ships, Uncle Twitchy has designed ships inspired by the Gorn ships from the Starfleet Command games), the Cardassians (just because we never met them in Kirk's time doesn't mean they hadn't known them -- and their space is too close to Earth to ignore). You will even encounter such Next Generation threats as the Ferengi, Sheliak or Tamarians -- but don't expect to survive the encounter to tell Starfleet about it, since their first recorded contacts come nearly a hundred years later.
You will help colonize worlds, defend the Federation against its enemies, encounter unexplainable galactic phenomenon, and, like Captain Kirk, help primitive societies throw off the shackles of the giant computers that control them. After all, the primary thrust of the TC is the essence of Star Trek in all its incarnations: exploring strange new worlds, seeking out new life and new civilizations, and boldly going where no one has gone before.